/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityWorldReticle.h
Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable) class AGameplayAbilityWorldReticle : public [AActor](API\Runtime\Engine\GameFramework\AActor)
bool
bFaceOwnerFlat
Makes the reticle's default owner-facing behavior operate in 2D (flat) instead of 3D (pitched).
bool
bIsTargetAnActor
This indicates whether or not the targeting reticle is pointed at an actor. Defaults to false.
bool
bIsTargetValid
This indicates whether or not the targeting actor considers the current target to be valid.
bool
bSnapToTargetedActor
If the target is an actor snap to it's location.
FWorldReticlePa...
Parameters
TObjectPtr<APl...
PrimaryPC
This is used in the process of determining whether we should replicate to a specific client.
TObjectPtr<AGa...
TargetingActor
In the future, we may want to grab things like sockets off of this.